GDI Nod Allies Soviet

*Hover over the icons on the right to view their descriptions.

Construction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

Barbed Wire
Barbed-Wires stop non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.
Laser Fence
Laser fence posts are much more durable than concrete walls, but if they are destroyed, any fence connected to them is disabled; they also cannot block direct weapons fire. Unlike concrete walls however, they can be cloaked by stealth generators and can also be repaired when damaged. The fences themselves are completely invulnerable meaning they can only be removed by destroying the laser fence posts.
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
Power Plant
The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power.


Advanced Power Plant
This structure provides twice as much power as the standard power plant. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power. The Allies and Soviets use older technology than GDI and Nod, because of which their advanced power plants occupy more space.
Hand of Nod
This structure is a field training center for all available infantry units. You need a Barracks to be able to train infantry.
This processes tiberium and ore into its component elements. Building the refinery immediately deploys a Harvester and each Refinery can handle an infinite number of Harvesters. Each refinery can store a limited amount of processed resources and once they're at maximum capacity you'll require more refineries or silos to be able to gain more credits. When destroyed or captured, all credits the refinery was storing will be forever lost, so defend it well.


Gun Turret
A Turret-mounted heavy cannon. Heavily armored with good range, this Turret is effective against armored threats. The Allied variant has longer range than Nod's, and as such is more effective.

Role: base defense
Strong vs: vehicles
Weak vs: infantry
SAM Site
Fires surface-to-air missiles at airborne enemy units. Position enough of these around your base to make sure any aerial threats are destroyed before they can cause serious damage to your base. Slower moving or hovering aircraft will fare the worst against this defensive structure. Nod and the Soviets use different models of SAM sites, but they have identical functions.

Role: anti-air base defense
Strong vs: aircraft
Weak vs: everything else
Building the Helipad allows the use of the ORCA/Longbow/Apache attack aircraft and it's also the rearming station for these aircraft. All aircraft can be rearmed on any Helipad you own.


The silo stores a limited amount of credits of processed resources. You'll have to build more of these when all refineries and silos you own are at maximum capacity, or you'll stop gaining any more credits when a harvester unloads at the refinery. If destroyed or captured, the amount of credits stored in them is deducted from your account.
Weapons Factory / Airfield / War Factory
This structure is responsible for the building of all vehicles. It is well armored, but is also a favorite target for the enemy. If your War Factory is captured by an enemy Engineer, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple War Factories decreases the amount of time required to create a vehicle.



Naval Yard / Submarine Pen
The Naval Yard is available on maps with a lot of water and is responsible for producing naval units. Building multiple Naval Yards decreases the amount of time required to create a ship. In addition, the ship building speed is linked together with the vehicle building speed, meaning that building additional Naval Yards also makes vehicles faster to build from your War Factory and vice-versa.


Repair Facility / Service Depot
The repair facility/service depot allows you to repair or sell any damaged vehicles or aircraft that are positioned on it. All repairs are deducted from your credits and repairs will immediately halt if you run out of credits while repairs are in progress.


Communications Center / Radar Dome
Allows the use of the radar screen to glance over the entire battlefield as long as there is sufficient power. Building a Communications Center also gives a commander access to second-tier units and structures.


Technology Center / Research Facility
Required to access third-tier units and buildings.
Deployed Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat


Obelisk of Light
This high-power laser effectively destroyes troops and armament at long range. It is the second-most powerful defensive weapon in the game; compared to the Soviet Tesla Coil, the Obelisk of Light has less damage but far more hitpoints. However, the Obelisk is vulnerable to masses of infantry due to its slow reloading time, so support it with other units like Artillery and Flame tanks. Also, make sure you have excess power before building these; the Obelisk takes a lot of it and will stay offline if you can't meet its demands.

Role: base defense
Strong vs: vehicles, infantry
Weak vs: infantry (when massed)
Stealth Generator
Cloaks all nearby units and buildings owned by the commander who built the Stealth Generator. The power consumption and build cost make cloaking a large base difficult, so they are best used to hide small outposts or conceal a nice line of Obelisks or a large army from the enemy.



Tiberium Fuel Upgrade
When an Advanced Power Plant is upgraded with Tiberium fuel, it is continuously damaged until it reaches 50% of its normal strength. However, in this state it produces twice the power of a normal plant. Power Plants also lose the ability to cloak when upgraded until the power plant's hitpoints have reached 50%. Essentially, the Tiberium Fuel Upgrade doubles the power output of an Advanced Power Plant at the cost of halving its hitpoints.



Temple of Nod
Houses Nod's Nuclear Missile superweapon and unlocks the most powerful of their units, like the Cyborg Prototype and the Harbinger.




Minigunner / Rifle Infantry
Minigunners/Rifle Infantry are the basic unit of all factions. They are very cheap to produce, but have very little longevity. In masses they can take down any target, but fall quickly to anti-infantry fire. Just remember that large tanks can easily crush your infantry and any flame-based or explosive weapons can quickly reduce entire squads to ash.

Role: all-purpose
Strong vs: infantry, light vehicles, buildings (when massed)
Weak vs: tanks
Bazooka / Rocket Soldier
Rocket soldiers are slower than other infantry, but are the only ones capable of effectively fighting vehicles and aircraft. They also have extra range, making them decent at fighting most basic defenses as well. Most effective as a support unit in diverse groups.

Role: anti-tank, anti-air
Strong vs: vehicles, aircraft, buildings
Weak vs: infantry
Nod Flamethrower Infantry
Flamethrowers are fast and have a devastating damage potential, but need to get up close to attack. They explode like grenadiers, making them useless when massed.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: tanks, light vehicles
Engineers do not have any combat capability, but are still invaluable units. When ordered to enter an enemy structure, they can instantly take control of it (or first inflict severe damage before taking control of it, depending on the "multi engineer" multiplayer option). They also fill a defensive role, as they can instantly repair any friendly structure to full strength. The unit is lost when performing either action.

Role: building acquisition, repairing buildings and low bridges
Strong vs: buildings
Weak vs: everything




Chemical Warrior
Chem. warriors are the natural successor to flamethrowers. They deal increased damage to all targets (especially vehicles), have more hitpoints, do not explode, and are immune to Tiberium.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: tanks




Hijackers are able to enter and take control of enemy vehicles. When the vehicle is destroyed, the hijacker will exit, albeit with minor damage. The hijacker can potentially capture an unlimited number of vehicles provided he survives that long.

Role: support
Strong vs: vehicles
Weak vs: everything else
Cyborg Prototype
The current pinnacle of Nod research in controlled mutation and cybernetic enhancement, a heavily armored super-human. If the Cyborg Prototype takes fatal damage, it will be given a "second chance" and lose its legs instead of dying. His mutations also allow him to heal when standing on patches of resource.

Role: all-purpose
Strong vs: everything on land
Build Limit: 1




Nod Buggy
A militarized dune buggy with barely any armor plating and carrying a light machine gun, this vehicle puts full emphasis on hit-and-run tactics. It is faster than the Hum-Vee and Ranger but also weaker. Excels at quick strikes to enemy infantry and exploiting undefended spots in an enemy base, but will get demolished when facing heavier armor.

Role: scout, anti-infantry
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Recon Bike
The Recon Bike is the fastest ground unit in the game. It is armed with a missile launcher which deals significant damage to vehicles and buildings. Because of their extremely light armor and exceptional speed, Recon Bikes are best-suited to hit-and-run attacks. Their effectiveness against aircraft makes them essential for protecting other Nod units from enemy air forces.

Role: scout, anti-structure, anti-air
Strong vs: light vehicles, aircraft
Weak vs: infantry, tanks
Light Tank
Incredibly cheap, fast, and sturdy for their size, Nod Light Tanks are great at overwhelming and flanking enemies. They can be easily massed and with their good health-to-cost ratio, can even form a "wall" to protect Nod's powerful advanced damage-dealers such as the Microwave Tank and SSM Launcher.

Role: anti-vehicle
Strong vs: vehicles
Weak vs: rocket infantry
Passengers: 1
Mobile Repair Vehicle
Mobile repair vehicles are used by Nod to repair their units in the field. It costs nothing to repair the units, but MRVs are quite expensive by themselves. They cannot directly attack enemy units, and as such must be guarded at all times.

Role: support, non-combat
This armor-plated vehicle seeks out and scoops up raw tiberium/ore, then transports it to refineries for processing to credits. It is slow, has no weapons, and needs to be protected. Its good points are that it can take a beating before being destroyed, it is capable of self-healing, and it can crush enemy infantry.

Role: gathering resources




Flame Tank
Flame tanks cause extreme damage to structures and infantry, but are not quite as effective against other units. Their main shortcoming is the very low range of the flamethrower, which means that enemy tanks and artillery can often destroy Flame tanks completely before they can even reach their target. Flame tanks are best used for doing surprising and deadly rushes on poorly defended parts of the enemy base.

Role: anti-structure
Strong vs: infantry, light vehicles, buildings
Weak vs: tanks
Stealth Tank
Stealth tanks sacrifice armor for firepower, speed, and stealth capability. They are perfect for ambushes in a no-man's-land, since they are undetectable from a distance except by Mobile Sensor Arrays (MSAs). They die quickly in direct combat, so it is best to stick to killing lone enemy units and harvesters. In addition to being visible to MSAs, adjacent infantry and base defenses will also reveal them for a short time.

Role: scout, hit-and-run
Strong vs: vehicles, buildings, aircraft
Weak vs: infantry, base defenses
The SSM Launcher fires napalm missiles over great distances, dealing damage in a big area. Particularly effective against massed infantry and to counter enemy artillery, but also fast enough that they can perform hit-and-run against slower enemies. Work great both for defensive purposes, and as a backup to Nod tanks.

Role: support, artillery
Strong vs: infantry, light vehicles, buildings
Weak vs: tanks
Mobile Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat
Mobile Construction Vehicle
The Mobile Construction Vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard by deploying it and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Role: support, non-combat




Stealth APC
The Nod APC sacrifices armor for full stealth capabilities and has moderate speed. Unlike the standard APC, it is not recommended to involve the stealth APC in direct combat but rather focus on delivery and extraction of troops. Be aware of MSAs, base defenses and enemy infantry that detect stealth units. It could also be used for scouting, but Nod's Stealth tank is better for that purpose.

Role: transportation
Strong vs: nothing
Weak vs: everything
Passengers: 5
Microwave Tank
Fires a continuous energy-beam which will gradually burn through any target. A small group of them can easily melt just about anything. They sacrifice a lot of armor to carry the technology and power for this, but the weapon's relatively long range can allow them to melt away an enemy trying to catch up to them, whilst remaining at a safe distance. They work great against slower enemies, or as a damage amplifier in mixed Nod formations.

Role: harassment, support
Strong vs: slow vehicles, light vehicles
Weak vs: aircraft, fast vehicles





Role: all-purpose
Strong vs: all land targets
Build Limit: 1




The lightly armored Scarab is the fastest ship on the battlefield and very versatile. With a heavy machine gun capable of anti-aircraft fire, it is best used for scouting, hit-and-run, and support for larger ships against aircraft. A large number of these can easily overwhelm unguarded heavy ships, although direct confrontations with big fleets of enemy ships should be avoided.

Role: scouting, hit-and-run, anti-air
Strong vs: aircraft, support ships
Weak vs: armored ships
Mobile Repair Ship
Mobile repair ships can be used to repair friendly ships and can be deployed to detect submerged Submarines as well as cloaked Laser Corvettes. It costs nothing to repair the units, but the MRS is quite expensive by itself. It cannot directly attack enemy units, and as such must be guarded at all times.

Role: support, non-combat




Laser Corvette
Nod's primary warship. As the name implies, they are armed with a smaller version of the Obelisk of Light, and deal significant damage to any kind of ground target or ship. They can also deploy into an "ambush mode", diverting power from the laser to an on-board cloaking device, which shortens their range but allows them to lie unseen in wait for any enemies passing by.

Role: anti-ship, support
Strong vs: ships




Sea Shadow
Sea Shadows fire big napalm cluster-missiles over great distances, causing devastating damage particularly to bigger buildings or groups of enemies. Their missiles however require some distance in order to function properly, so they need close-quarter protection from other Nod ships.

Role: anti-structure, artillery
Strong vs: buildings
Weak vs: ships




Nod's counterpart to the ORCA and the Longbow is the Apache Gunship. It uses heavy chain guns to mow down infantry and light vehicles and to damage buildings. It has considerably more ammunition than the ORCA or Longbow; this allows for sustained attacks, though at the cost of burst damage and rearming speed.

Role: anti-infantry
Strong vs: infantry, light vehicles
Weak vs: anti-air units and defenses, tanks
Chinooks give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a single vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneuver around them. Use them to transport MCVs to other islands on naval maps.

Role: transport
Weak vs: anti-air units




Nuclear Strike
This super weapon delivers a nuclear warhead via a missile that's launched from a missile silo or the Temple of Nod. It takes a short while for the missile to get to its target, but when it does it'll cause damage to units and structures within a large radius. Nuclear strikes are ineffective against naval units unless they're directly adjacent to a shore.

Role: super weapon
Strong vs: everything on land








Bittah Commander: webpage design, coding, fact-checking, editing and adding to Rhob's descriptions.
Rampastring: fact-checking, editing and adding to Rhob's descriptions.
Rhob: wrote the original draft for the descriptions.
Tiberius: Updated the descriptions on December 18th, 2020.